Since this was a program in development that has had its source code deleted. (actually on a burned out hard drive) A number of problems are known about and might have been in the pipeline to be eradicated.
All the screens that mention demolition or purchased by the state and several others. Had been earmarked to be changed. The game map was being changed often up until the source code demise. It was known that two screens where inaccessible. If either of theses contain objects then the game can not be completed as it is.
This program was a test vehicle to see what could be done. All the elements where starting to be put in place for the room designs to begin. Just before the code was lost. New extended guardian types had been written. More planed
known original types not in order
To these had been added
Logic seeking horizontal
Full logic seeking. Moving vertically and horizontally within the screen
Of these types only one in in this development game. The Logic seeking Horizontal. Used once in "pruned roses"
The first of the full logic seeking sprites was in a redesigned "bought by the state 5"
You will have to take my word for it. But this type of sprite did move around both horizontally and vertically, avoiding the rooms graphics and seeking out willy. They moved vertically slower than willy, and they could therefore be enticed into positions that they found difficult to escape from. To play against this type of sprite required the player to manoeuvre the guardian into a trap position. --- That is why the room "bought by the state 5" had the row of upturned box's along the bottom. They where to trap the guardian below whilst moving above them. The final room design for this room was different. And it contained very little of the graphics seen in this room. From the short viewing I saw (and played) the logic seeking sprite where a very good addition to the normal sprite...
Rooms where designed and then stored on a different basis to the original.
A rooms data starts with a code byte. this signifies if the room has vertical compression or not.
If vertical compression a stream of bytes describe the vertical components. This removes stairs and vertical components of the room.
after the stream of vertical components comes a stream of horizontal components. These define what is left
Placed on top of the room description is the normal conveyor and stair. This convention allows multiple stairs (but all in the same direction) plus multiple conveyors. Of which one is animated (pretty standard convention)
The bulk of the remaining room description, sprite/guardians/border colour etc was stripped of all wasteful data. and a flag added to indicate if extra graphics are need or extra events are needed
All unused guardian slots were deleted.
All guardian definitions were reduced from eight bytes to 7 bytes. The code to do this is small, but saves 128 bytes of data
when all the guardians for a room have been extracted, the code looked at the flag byte and started extraction of extras to be over laid on top of the room graphic data. This entails expanding/contractng floors . collapsing floors, wall blockers etc
the above explanation is to show that to change a single room block without the source code is very difficult. (with the source code a matter of minutes) without the source code <<quicker to rewrite the game>>
Edited by Norman Sword, 09 September 2017 - 02:32 PM.